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Warhammer 40,000: Dawn of War III
Relic Entertainment Developer
SEGA Publisher
2017-04-27 Release
Game News Posts: 37
🎹🖱️Keyboard + Mouse
Mixed (13178 reviews)
The Game includes VR Support
Public Linux Depots:
  • Linux Binary DoW3 [881.61 M]
  • Linux Data DoW3 [28.19 G]
  • Linux Soundtrack DoW3 [122 M]
  • Linux - Override Depot [27.25 K]
Patch Notes: August 29, 2017


New


  • Modding tools added
  • Steam Workshop support added for new mod tools

Improved


  • Autosave added to campaign
  • Balance update (multiplayer only, balance changes do not apply to the campaign)

Gameplay


  • Vehicle health upgrades will now apply to player-made structures Buildable turrets for all factions have had their Power cost decreased from 60 to 50
  • Diomedes, Terminators, Mad Dread, and Wraithblades no longer gain Fury while attacking neutral objects
  • The slowing effect from Devastators, upgraded Lootas, Terminators, and Dark Reapers are now classed as a new status effect: suppression
  • Suppression does not stack with other sources of suppression, but the highest value of suppression will override the other sources

Economy


  • Power Generator initial Requisition cost increased from 80 to 100
  • Power Generator scaling Requisition cost increased from 16 to 50
  • Power rate per generator decreased from 25 to 20
  • Power reward from killing enemy Shield Generators decreased from 100
  • Power to 50 Power

Escalation Phases


  • Phase 2: Power generator bonus increased from 50% to 87.5%
  • Phase 3: Power generator bonus increased from 50% to 62.5%
  • Phase 4: Power generator bonus increased from 25% to 30%

Tactical Marine


  • Reduced damage of Flamer upgrade from 5 to 3.75
  • Reduced damage over time of Flamer upgrade from 20 to 8
  • Reduced cost of Flamer upgrade from 75 Requisition / 50 Power to 75 Requisition / 40 Power
  • Reduced cost of Plasma gun upgrade from 100 Requisition / 50 Power to 75 Requisition / 40 Power
Bug Fixes
  • Frag Grenade: Fixed a bug where Frag Grenades would fail to throw when Tactical Marines with plasma guns were overheating
[quote]Flamers teeter too much on the brink of too powerful or, worse, too risky for their cost. These changes bring their power down a notch, so that it's only that effective if you have another way to keep them stuck in the scorching flames. The intention for flamers was that this ability can be used to make big plays, but not to the extent that simply running through the flame for one second can completely destroy a squad. This is due to the damage over time debuff significantly overperforming.[/quote]

Scout Sniper


Doctrines
  • Hidden: This has been changed to an activated ability, and now grants stealth and increases movement speed by 1.5 for 20 seconds
  • Cover Fire: This has been changed to a toggled ability
  • Cover Fire: While active, shots apply a slow (that does not stack with other suppression effects) for 2 seconds
[quote]Though Scout Snipers themselves are in a good spot - their doctrine choices needed more differentiation. Hidden wasn't picked often and - although we recently buffed it - this didn't have the full impact that we were going for. This patch will convert it to an activatable ability that grants players more agency and allows it to be used defensively as well. Being compatible with Overwatch and the reworked Cover Fire, there's a lot of opportunity to make Scout Snipers quite a force. Cover Fire is also being changed. It is now an activatable, timed ability that causes Scout Sniper shots to slow, but also reduces damage. It can be deactivated at any time if you want to switch back to full damage.[/quote]

Scout


  • Cost increased from 200 Requisition to 250 Requisition
  • Damage increased from 1.15 to 1.44
  • Blind Grenade's stun duration reduced from 3 seconds to 2.5 seconds
[quote]When playing Space Marines, strategies against Orks tend to rely on spamming Scouts for hit-and-run attacks and lengthy disables. This strategy can be very frustrating to play against and since this patch addresses the early game effectiveness of Orks - it's time to increase the cost of Scouts. For the Requisition you pay, you'll have that many fewer strikes and stun grenades to lock down your opponents. To compensate, we'll be increasing their ranged damage.[/quote]

Heavy Bolter Devastator


  • New upgrade option added to the Armory: Improved Suppression (60 Req, 60 Power)
  • When researched, Heavy Bolter Devastator’s slow on-hit is increased to -2 speed
[quote]The slowing property of Heavy Bolters is meant to be used to punish brute force tactics or snare fleeing targets, but because the slow is currently weak and there are many sources of speed to offset it, players are not really able to take advantage of it in a meaningful way. To this end, we are adding a new upgrade that can be researched to increase their slowing property.[/quote]

Lascannon Devastator


  • Beam inteneity 3 damage reduced from 6.5 to 5.42
  • Beam intensity charges at half speed when firing at infantry units
  • Time to charge to full beam intensity increased from 8 seconds to 9 seconds
[quote]Lascannon Devastators were a little too good, but they felt they were in a much better place after the last update. After more observation, it's clear that they are over performing against vehicles and infantry. These changes will give them a clearer focus.[/quote]

Land Speeder


Doctrines
  • Lone Wolf: No longer deactivates when close to allies; it will only deactivate when too close to your own troops
  • Lone Wolf: Area of effect decreased by half
[quote]This doctrine was effective, but its conditions made it too hard to use - especially in team games where you don't have any control over where your ally goes. This change should make it much easier to use.[/quote]

Whirlwind


Doctrines
  • Inferno Missiles: Initial damage reduced from 45 to 36
  • Inferno Missiles: Damage over time reduced from 19.2 damage per second to 12 damage per second (per missile)
  • Inferno Missiles: Missile scatter increased from 0 to 15
[quote]Whirlwind Inferno Missiles are dealing a bit more damage than is warranted by their cost, but we also discovered a bug that was unintentionally condensing the damage to a tighter area. Their damage will be more consistent and their scatter properties now match that of a regular Whirlwind barrage.[/quote]

Chaplain Diomedes


Bug Fixes
  • Fixed a bug where Diomedes could move while casting Liturgies of Battle
  • Fixed a bug where Diomedes' buffs would disappear after casting when he is disabled
[quote]It turns out that Liturgies of Battle wasn't behaving as we had intended. During its casting phase it could not be cancelled, but Diomedes could still move. While it is meant to be a timed ability, we discovered a bug that would occur when he was disabled after a successful cast - which caused the ability to cancel. Instead - Diomedes will now have to stay put while casting, but the buffs will persist after its cast regardless of status effects applied afterwards. Overall, these are buffs to Diomedes, and ones we believe will be helpful quality of life improvements.[/quote]

Additional Changes


  • Drop pods no longer cause damage to multiplayer objectives (i.e. Shield Generators, Turrets, Power Cores)
  • Blessing of the Omnissiah: Healing per second increased from 6 to 30 and removed the +2 passive health regeneration while in combat
  • Improved Deathstorm: For the first 15 seconds after deployment, Deathstorm drop pods project an aura that grants 250 shields to nearby units. The shield will persist for a short duration even if the units leave the aura or the Deathstorm is destroyed. Multiple Deathstorms do not cause this effect to stack, but they will heal existing shields of the same type.

Howling Banshee


  • Quick Strike cost reduced from 75 Requisition / 50 Power to 75 Requisition / 40 Power
  • Quick Strike damage increased from 30 to 45
Doctrines
  • Banshee Rage: Instead of triggering after 6 kills, it now requires 900 damage to be dealt
[quote]Howling Banshees are a tad under powered, but rather than upping their base stats at the moment, we're giving them more choices. Additionally, players really liked the idea of Banshee Rage, but in practice it was hard to secure enough kills to really benefit from this choice. This doctrine now grants a shield based on damage done, so you don't need to focus on securing kills with your Banshees.[/quote]

Dark Reaper


Doctrines
  • Teleport Beacon: Beacon no longer expires after a duration
  • Teleport Beacon: Reduced cast time on Beacon Deploy from 5 seconds to 3 seconds
  • Teleport Beacon: Gain 3 seconds of instant setup and teardown after using Recall; no longer have to teardown if squads are already setup and the beacon is cast within range
  • Reaper Focus: No longer increases line of sight while in heavy cover or stealth cover
  • Reaper Focus: If Dark Reapers are within range of a Webway Gate, their ranged attacks will slow enemy units by -1
[quote]Reaper Focus wasn't a popular choice, so we've reworked it to add a conditional slow. Teleport Beacon was also underwhelming because the optimal time window to use it was too limiting. Removing the maximum duration of the beacon should improve this - as well as adding instant setup and teardown - will give players the option of using it as more than just an escape tool.[/quote]

Ranger


  • Cost decreased from 330 Requisition / 20 Power to 330 Requisition / 15 Power
Doctrines
  • Ranger Focus: Damage increased by 25%
[quote]Awhile back, we increased the Power cost to both unlock and build Rangers as a result of the effectiveness of Ranger spam in team games. Though they are still popular in 3v3 games, they're picked less often in 1v1s. Given our intent to slightly reduce Power income in the first escalation phase, we're going to revert them to their original Power cost. The Ranger Focus doctrine did not have a big enough impact, so we're going to add something that increases its value - a damage boost. This should have some good interaction with their other doctrines (Stealth Warp and Vigor).[/quote]

Wraithblade


  • Speed increased from 3 to 4
  • Increased rate of Fury generation for Vengeance by 50%
Doctrines
  • Swift Vengeance: Functionality of this doctrine has been overhauled; Swift Vengeance now causes Wraithblades to move as if they are within range of a Webway Gate when Vengeance is full, although this effect does not stack with Fleet of Foot
[quote]Despite recent changes that increased their health, weapon range, and mobility - this unit is still under performing. One of their biggest obstacles is getting into melee range and reliably chasing units, so we've opted to increase their base movement speed. This will also make them faster than most infantry units when they have Fleet of Foot.[/quote]

Wraithguard


Doctrines
  • Enhanced Battle Focus: Energy drain reduced from 60 per shot to 50 per shot and no longer drains 2 energy per second while active
[quote]This doctrine is close to being balanced, but it needed to drain a little bit less energy when firing and not pause your energy regeneration while active - which made it look like unintended gameplay behaviour.[/quote]

Vyper


  • Health increased from 375 to 450
  • Shields increased from 125 to 150
  • Missile launcher rotation rate increased from 58 to 174
Doctrines
  • Temporal Mine: Casting time is now instant
  • Temporal Mine: Activation time is now instant
  • Temporal Mine: Increased activation radius by 60%
  • Temporal Stun: Stun duration decreased from 3 seconds to 2 seconds
  • Temporal Stun: The stun now occurs when the bomb first explodes
  • Vyper Haste: When attacked, gain 50% movement speed for 5 seconds and reduce damage received by 50%
  • Vyper Haste: Can only trigger once every 20 seconds
  • Vyper Haste: No longer grants a burst of speed when shields are destroyed
Bug Fixes
  • Fixed a bug where Temporal Mines couldn't be targeted in the fog of war
[quote]Vypers are hard to amass and can be easily countered, so we're increasing their health and shields by 20% so they perform better in smaller numbers. We noticed that the Vyper's missile launcher rotation was a bit slow, which wasn't playing well with its quick turn speed. The Temporal Mine doctrine will now function exactly the same if there is an enemy nearby, but planting the mine itself will not only be faster but the mine will also activate quicker. We've also tweaked the timing on the Temporal Stun doctrine to make the stun activate as soon as the slow field triggers. These changes make the Vyper feel a lot more responsive - given how fragile they can be if you're not careful. Finally, the Vyper Haste doctrine gives them more defensive utility, which is something that it had previously lacked.[/quote]

Falcon


Doctrines
  • Falcon Haste: Changed to an activated ability that increases movement speed by 3 for 10 seconds
[quote]The out of combat speed bonus wasn't impactful enough, so we've added an activated speed boost that will give Falcons more utility in combat.[/quote]

Ranger Ronahn


  • Fire rate reduced from 9 seconds to 7 seconds
  • Time to generate a charge outside of stealth cover lowered from 85 seconds to 60 seconds
  • Time to generate a charge inside of stealth cover lowered from 57 seconds to 40 seconds
Bug Fixes
  • Fixed a bug where Ronahn had to setup his rifle again after Snapfire had expired
[quote]In our experience newer players find Ronahn very hard to deal with, but he is quite easy to counter after you've faced him a few times. In order to be more competitive, we feel that he needs to have a more active playstyle, so we want to increase his rate of fire and the rate at which he gains charges of Long Shot.[/quote]

Wraithlord


  • Damage increased from 250 to 350
  • Glaive Charge damage increased from 200 to 500
  • Glaive Charge damage type changed from True to Armour Piercing
  • Glaive Charge speed increased from 8 to 10
  • Ethereal Wall duration increased from 8 seconds to 12 seconds
[quote]We're increasing the Wraithlord's damage versus single targets to make him more of a threat and increasing Ethereal Wall's duration to improve his resilience.[/quote]

Additional Changes


  • Shield generation upgrade Power cost reduced from 75 to 60
  • Reinforcement now returns 1/X% of the squad's shields, where X is the number of models left in the squad
  • Vehicle shield upgrades increased in effectiveness from 25% to 50%
  • Deployable Energy Shields: No longer requires Tier 2
  • Deployable Energy Shields: Power cost reduced from 50 to 30
  • Deployable Energy Shields: Health decreased from 1500 to 1000
  • Deployable Energy Shields: Construction time increased from 20 seconds to 30 seconds

Boy


Doctrines
  • Thump from Da Sky: Boyz now pick a nearby target position and channel, gaining a charge every 1.25 seconds up to a maximum of 3 seconds. At the end of the ability, if the unit is not killed or disrupted, it will deal 20 damage in a 6m radius and knock back enemies.
  • Thump from Da Sky: Channel time reduced from 4.25 seconds to 3.875 ]seconds
  • Thump from Da Sky: Reduced knockback distance by 63%
  • Thump from Da Sky: Removed global cooldown
  • Thump from Da Sky: Can now be interrupted during channeling
[quote]Thump from Da Sky has a weird history. It actually used to produce scrap and kill the Orks, which resulted in super fast teching. This was part of the reason it had a global cooldown. We've removed the global cooldown and reworked its damage, such that it functions much more like the Waaagh! shout in that it's great at faking out your opponents.[/quote]

Loota


Doctrines
  • Magnetz: Decreased the cooldown from 60 seconds to 40 seconds
  • Magnetz: For 10 seconds, Lootas are under the effect of Magnetik Boost - which allows them to instantly setup and teardown
Bug Fixes
  • Fixed a bug where Lootas would often try to run back to their original position after using Magnetik Boost
[quote]Trying to use Magnetz at less than max range often yielded little benefit due to having to setup your weapon again. As a result, we've implemented a change that should make this doctrine more useful for both offense and defense.[/quote]

Tankbusta


  • Squigs can now be auto-targeted by enemy units
  • Squigs have lower attack priority than other units
[quote]The squig bomb demanded too much micro to counter relative to its ease of use. It will now be auto-targetable, but given a lower attack priority so that it's easier to screen for them.[/quote]

Deffkopta


  • Health increased from 550 to 650
  • Damage increased from 9.25 to 11.1
Doctrines
  • Warning Grot: Now deals 300 Armour Piercing damage
[quote]Deffkoptas in great numbers, or when built from scrap, can be quite effective for the investment - however, they aren't great when standing on their own. Given that skimmer units already have a powerful counter, we feel they'll still be kept in check despite these changes.[/quote]

Killa Kan


  • Decreased the max number of rokkit charges after looting from 6 to 5
Doctrines
  • Long Range Rokkits: Now requires a minimum of 3 rokkits to trigger
  • Long Range Rokkits: Triggering the ability costs 3 rokkits
  • Long Range Rokkits: Recharge time lowered from 30 seconds to 25 seconds
  • Long Range Rokkits: Provides vision as they're traveling
Bug Fixes
  • Fixed a bug where Long Range Rokkits would sometimes deal damage to allies
[quote]Killa Kans are built more often than any other Ork vehicle, especially in higher skill brackets. The problem largely lies with the combination of Long Range Rokkits and upgraded Killa Kans. We're making a change that retains the functionality of Long Range Rokkits, but requires the player to sacrifice their burst potential for the super long range poke that it provides. If players want to decrease their downtime, they'll have to sacrifice a doctrine slot to use the Rokkit refill doctrine and aggressive Pile o' Gunz placement. Additionally, we are slightly reducing the maximum burst damage of upgraded Killa Kans.[/quote]

Big Trakk


Doctrines
  • Smoke Shells: Grants 35% damage reduction to allied units in the Smoke Shells
[quote]Players aren't finding enough value in the stealth cover that this doctrine grants. It's a lot more useful now that it also reduces incoming damage.[/quote]

Deff Dread


Doctrines
  • Bigga Scrap Shield: Increased cooldown from 45 seconds to 60 seconds
  • Bigga Scrap Shield: Now heals up to 1000 health over 10 seconds
Bug Fixes
  • Fixed a bug where Bigga Scrap Shield did not always block ranged damage
[quote]This ability didn't appear to be working correctly and it has now been fixed. To give it more impact, we're going to add a heal over time component.[/quote]

Weirdboy Zappnoggin


  • Scrap Blast cooldown increased from 20 seconds to 30 seconds
[quote]Even after a hefty round of nerfs, the Weirdboy is still a dominant pick. We agree that his Scrap Blast, given how good it can be, should be on a longer cooldown.[/quote]

Kommando


  • Health increased from 2500 to 2800
  • Sneaky speed bonus icnreased from 2 to 3
Bug Fixes
  • Fixed a bug where his shotgun would not knock enemies back if he had attacked from stealth, then used Sneaky to re-stealth
  • Fixed a bug where Stun Trap would not stun units that jump into its radius
[quote]We recognize that Da Kommando struggles when he has been caught behind enemy lines, so we're going to increase his health and slightly buff his speed boost.[/quote]

Mad Dread


  • Loot (Passive) healing increased from 300 to 475
  • Rampage (Passive) healing increased from 1375 to 1575
  • Rampage (Passive) shields increased from 1250 to 1750
  • New ability added
  • Enables the Mad Dread to charge forward in a line, dealing damage and knocking back enemies
  • Colliding with a vehicle or super unit immobilizes and damages them for a 10-second period
[quote]For a 7-point Elite, the Mad Dread provides good utility with Tunnel, but doesn't have enough presence when he arrives. We're giving him a new ability that should offer more mobility, crowd control, and damage against high value targets. As an added bonus, it can help him reach a full Fury bar if Rampage has triggered, restoring his health.[/quote]

Additional Changes


  • Waaagh Towers Power cost increased from 75 Requisition / 75 Power to 125 Requisition / 85 Power
  • Waaagh! buff damage bonus reduced from 50% to 35%
  • Waaagh! buff speed bonus decreased from 3 to 2
  • Fixed an issue where the Waaagh! granted by Gorgutz' Spinnin' Klaw would stack with the original Waaagh!
  • Longa Waaagh! upgrade's Power cost increased from 25 to 75
  • Longa Waaagh! upgrade's Requisition cost increased from 0 to 75
  • Longa Waaagh! upgrade now increases the damage buff of Waaagh! to 50%
  • Longa Waaagh! upgrade's speed buff of Waaagh! increased to 3
  • Pile O' Gunz no longer requires 1 Waaagh Tower to construct
  • Scrap Sight: Renamed to Scrap Shielda
  • Scrap Shielda: Removed old properties and no longer triggers on enemies, allies, or squads
  • Scrap Shielda: Now grants 125 shields in a 15m radius around your own destroyed vehicles and structures

Multiplayer


  • Fixed instances where splashing water from super units could be seen through the fog of war on Mortis Vale
  • Multiplayer AI now builds less addons and Listening Posts and is less likely to build addons when owning a smaller army than their opponent
  • Space Marine Standards captured after the healing begins will no longer continue to heal

Campaign


  • Fixed an issue that occurred when loading a Mission 9 save file created on a previous game version, which would cause the Destroy Scrap objective to break

Units & Abilities


  • Fixed a bug where Assault Marines lost the ability to melee after being caught by Autarch Kyre's Skyleap and Eldritch Winds during a Jump
  • Fixed a bug where the Imperial Knight Paladin's Armour Piercing Shot would destroy Fire Prisms in a single hit
  • Fixed a bug where the Fire Prism wouldn't damage structures or units with attack-ground
  • Keep Trukk'n: Fixed a bug where this ability was working inconsistently, occasionally failing to taunt units

User Interface


  • When hovering over equipped doctrines, the description video now appears in the bottom-right corner of the screen
  • Fixed some instances where tooltips on some paints appeared as invalid
  • Fixed a bug where viewing doctrine videos caused an FPS drop each time this action was repeated, which would persist until restarting the game
  • Fixed the display of the Manufactorum minimap icon in the match history screen
  • Fixed a bug where switching between a custom skin and a mastery skin prevented the re-selection of the custom skin
  • Fixed a display issue that occurred when playing in French where some tutorial text was overlapping

Art


  • Fixed an issue with the Wraithlord's Glaive Charge where the artwork would not display properly
  • Fixed an issue where the Roks ability was pixelated in places


[ 2017-08-29 18:01:45 CET ] [ Original post ]


Step into a brutal battle between three warring factions

In Dawn of War III you will have no choice but to face your foes when a catastrophic weapon is found on the mysterious world of Acheron.

With war raging and the planet under siege by the armies of greedy Ork warlord Gorgutz, ambitious Eldar seer Macha, and mighty Space Marine commander Gabriel Angelos, supremacy must ultimately be suspended for survival.

UNLEASH THE GIANTS


Take control of towering war machines and tip the balance of battle in your favor with the biggest characters in Dawn of War history. Turn the tide with the mighty Imperial Knight (Space Marine), the clattering Gorkanaut (Ork), or the haunting Wraithknight (Eldar).

COLOSSAL BATTLES


Dawn of War is famous for its epic action and those immense clashes are back - but now they're off-the-scale. Wage war with massive armies across violent volcanic terrain or mighty orbital Star Forts.

CALL UP YOUR ELITES


Take your battle plans to another level by deploying powerful collectible elite squads, each boasting their own special abilities and bonuses that will help you unlock and develop new attacking strategies to conquer your foes.

DESTRUCTIVE ABILITIES


Cause devastation on the battlefield with powerful super-abilities. Rain down total destruction on your enemies with the Space Marine's Orbital Bombardment, the Eldar's blistering Eldritch Storm or the Ork’s Rokks to counter your unsuspecting rivals.

THREE-FACTION CAMPAIGN


Learn what makes each force formidable through alternating missions. You'll soon come to understand the combat advantages of Space Marines, Orks, and Eldar and the rules of a universe with no heroes or villains… only war.

A NEW DAWN ONLINE


Your army will wreak havoc online. Join the multiplayer community and forge new alliances - or turn the tables on your new 'friends' as they become foes in explosive, chaotic and competitive maps.

ONE ARMY TO RULE


Customize your own universal army from the very first moment you are matched in a melee. Progress through battle after battle with loyal troops by your side across both challenging campaign missions and dominating multiplayer maps.

MINIMAL SETUP
  • OS: Ubuntu 16.04 64-bit. SteamOS 2.0
  • Processor: 3.40 GHz Intel Core i3-4130Memory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: 1GB Nvidia 650Ti 1GB (Driver version 375.66 tested)
  • Storage: 30 GB available spaceAdditional Notes: Quad physical core i5 or equivalent recommended for 3vs3 multiplayer. Game requires Internet connection for play and progression.
RECOMMENDED SETUP
  • OS: Ubuntu 16.10 64-bit. SteamOS 2.0
  • Processor: 3.40 GHz Intel Core i7-4770Memory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: 4GB Nvidia 980Ti (Driver version 375.66 tested)
  • Storage: 30 GB available spaceAdditional Notes: * AMD and Intel GPUs are not supported at the time of release as the game requires GL_ARB_bindless_texture support on Mesa. * Experimental Vulkan support on Linux will require driver version 381.22 for Nvidia. Mesa 17.1 for AMD. or Mesa 17.2-devel for Intel. * The system requirements represent the specifications that have been officially tested. * Other modern drivers and distributions are expected to work but are not officially supported. * Multiplayer is compatible between Mac and Linux versions only

GAMEBILLET

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MacGamestore

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